Btw, out of curiosity, any of you guys ever had random vertices poking out of the hip area in game on any model imports before? Cause two of the guys I'm helping encountered this, and dunno if it has anything to do with Brawlbox, or if it's the rigging or bone data

There's a bit of an issue regarding exporting and replacing Material Entries in an SRT0 animation. Said issue is that the Keyframes from the Texture Entries don't import. There's a workaround, but it's very time consuming. This has been an issue ever since BrawlBox supported the SRT0 format.

This is my current method at the time.

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1.) Open FitFighterMotionEtc.pac, and go to their Texture Animations (SRT0).2.) Open up the SRT0 of your choice, and add a new Material Entry. Rename it to the material you want.3.) Export the Material Entry of the original material, and replace the new Material Entry you just made. Here, you'll see the Texture Entries of the Material ported over, but not the Keyframes themselves.4.) Export the Texture Entries from the original Material, and replace the respective Texture Entries in the new Material Entry.5.) Rinse and repeat and save when you're done.

It's a very time consuming process, due to there being at least 100 or so SRT0 animations.If the keyframes actually ported over, then step 4 wouldn't be needed, which would save a lot of time.

It would make things a lot easier if a way could be found to make the Texture Entry keyframes import without this workaround.

I've recently started getting back into MKWii modding, and when I import a model from 3ds Max using Brawlbox v0.78 it adds a null bone that needs deleting, is there a way to prevent this?

Also is there a way to set default material and shader settings when importing a model? I always have to add lm_0 and lm_1 to the material list and change the shader to 3 stages to match the MKWii models and this becomes particularly time-consuming when importing a lot of models.